Yes,i know this,but how to make the image not magnify and shrink
Type: Posts; User: zydgyy
Yes,i know this,but how to make the image not magnify and shrink
Is there anybody can help me out?
Can this method achieve?
No,i want the image cover my rect,and it's not distorted
if i have an image 123x256 pixels
if i draw a rect that have the same size as this image,how can i calculate the coordinates of vertices of this rect by modelview,projectio,viewport and image...
Can i use it make my rectangle round corner??
about the function glLooAt(x,x,x, x,x,x, upx,upy,upz);
if i use it to set my camera,and up vecotr is (0,-1,0),so
what are the pitch,yaw,roll components???
#include <stdio.h>
#ifdef __cplusplus
extern "C"
#endif
FILE _iob[3] = {__iob_func()[0], __iob_func()[1], __iob_func()[2]};
#include "shared/gltools.h" // OpenGL toolkit
#include <math.h>...
OK,addtional question:
this is my code:
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state...
Sorry,as i am a newbie to opengl,
if i use the gluLookAt(x,x,x,y,y,y,0,-1,0)
so ,i know the(0,-1,0) is th camera up-vector,but if i use the parameter set the camera in my 3ds max,so how do i roate...
how can i get these three componets through this function call?
Hi,guys!
is there somebody knows about the CEGUI,i tracked the source code,and found this framework use the below model-view matrix through glMatrixMode(GL_MODELVIEW);glLoadMatrixf(mat);and the mat...
Here is my test,
and i change the code link this,
first i construct two matrix,use glMulMatrix to multiply the first,and then use it again to multiply the sencod.
Yes,there is no fovy,but i can't understand the matrix usage?!
here is from "http://www.opengl.org/sdk/docs/man/"
and here is my matrix in question:
So what does this matrix represent,orth,perspertive?
Can i specify texture map for diffuse and ambient respectively,just like 3ds max mutilple map channels!???
Hi,guys:
about winding in opengl,i have a little confusion!
So,the first winding is the same as the second winding???
Sorry,new to opengl and 3d graphics!
Hi,i am new to computer graphic
I want to know this:
If i have view matrix and projection matrix,and can i know the vertex coordinates of say,at the center of my viewport or the top-left of my...
1)it just coufuse me,if i use a normal to specify which way is out and it is inverted as the wound-order,what hanppend?
Hi,
1)i read about there are two methods to determine which face of a polygon is up,by specifying a normal verctor and by specifying wounding orientation of vertices(clock-wise or counter-clock...
Hi,i known about there is a camera object in some enginee and it has own poisition and orientation,and it can be attached to a node of scene graph which can has own position and orientation as...
Can i a set emission property of meatreial of a mesh to achieve self-illumination like this mesh just be a light!!!?!
Otherwise,how does opengl implement backface culling?specify the vertices wound?colockwise,counter-colockwise??I read about a way calculate the degree between nromal of face and view...
If i specify the edge flags of a mesh,would it get a more efficiency to GPU or just visibility-well?
Can i retrieve position,orientaion,direction.Sorry,execute my poor math!